I don't really like this proposed solution, as it could be very problematic in a combat situation. Failing the device, I don't want my @ to keep trying ad infinitum while some monster is breathing down @'s neck. @ should be able to switch tactics in the heat of the battle, rather than mindlessly trying to repeat an action that didn't work immediately.
Angband 4.2.4
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead -
I don't really like this proposed solution, as it could be very problematic in a combat situation. Failing the device, I don't want my @ to keep trying ad infinitum while some monster is breathing down @'s neck. @ should be able to switch tactics in the heat of the battle, rather than mindlessly trying to repeat an action that didn't work immediately.
I agree with the idea that failing devices when there is no disturbances around the character is a quality of life issue rather than a tactical issue, and I would be very happy to have repeat-attempt-until-success-or-disturbed be the mechanic.Comment
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I don't really like this proposed solution, as it could be very problematic in a combat situation. Failing the device, I don't want my @ to keep trying ad infinitum while some monster is breathing down @'s neck. @ should be able to switch tactics in the heat of the battle, rather than mindlessly trying to repeat an action that didn't work immediately.
As ewert pointed out, it wouldnt be as bad as you make it to be - youd be disturbed by the same things that disturb your digging and you could set the # of attempts lower than for digging, maybe 10 or 20.Comment
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It used to be that, as a lowish level warrior, I'd love getting a set of dragon scale armor or a ring of ice-type item. Now I generally just ignore them because I can't ever get them to activate. Ditto for a number of other magic items. They are just useless hunks of junk for warriors, except possibly long past the time when they can be useful to warriors. I think it's stupid to be able to have a snowball's chance in hell of activating an item when you need it. A larger chance of failure than for other classes is fine, but what I've been experiencing is ridiculous. Like having to activate a Rod of Magic Mapping 10 times to get it to work. Like being totally unable to use a Rod of Speed in combat because you will die before getting it to activate (you can only use it if you spend time time prior to combat trying to get it to activate, then rush into combat).
Maybe there should be an anti-magic character class like a Barbarian and all this stuff can be sloughed off on it, but it's been pretty frustrating for someone like me who usually plays warriors.Comment
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I've given the device use fail rate issue some thought, and come to the conclusion that adjusting the formula to allow more range was only half the job. The other thing that needs doing is adjusting individual items so they have the appropriate difficulty.
Historically an item's level (which determines failure rate) was tied to the depth it appeared in the dungeon, but now it mostly affects failure and recharging. So the question is, which items are the wrong level?
I'm inclined to say that DSM should clearly be lower level, some utility rods and the elemental rings probably should be, and there are probably some things which are actually too easy (for example, rods of Treasure Location are level 5, the lowest in the game).
I think probably the best starting point is warriors, who have the worst device skill and arguably the greatest overall need for devices (at least for utility). I'm inclined to think that attack rods should be high level, utilities like Recall and Illumination low level, and things like Healing and Speed there are arguments both ways.
Opinions pleaseOne for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Whether thats a good solution depends on the specific values you chose; I dont see anything wrong with it in principle.
I would advocate a curve that at some point gets to <10% activation chance for all utility items; so maybe, treasure location at lvl 5 and rod of speed at lvl 45 or so, with intelligence score having little impact. That is _not_ high fail rate by any means; if high fail rate is desired, and I am not at all advocating against it, then I would want to see a different solution that doesnt end up testing the players device skills (key pressing).Comment
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I would advocate a curve that at some point gets to <10% activation chance for all utility items; so maybe, treasure location at lvl 5 and rod of speed at lvl 45 or so, with intelligence score having little impact. That is _not_ high fail rate by any means; if high fail rate is desired, and I am not at all advocating against it, then I would want to see a different solution that doesnt end up testing the players device skills (key pressing).- What do we regard as utility items for this? Recall clearly is and Fire Balls clearly isn't, but what about Hold Monster, or Teleport Other?
- It will be fairly easy to make wands, staffs, rods and worn items that activate just repeat until success - is there any down-side to this?
So more than two things, I guessOne for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Well if you make 3 classes, 1. easy 2. medium and 3. hard, the allocation for warriors could be something like:
1. all kinds of detection; DSM; recall;
2. curing/healing; elemental rings; tele/tele other; all artifact activatons (for simplicity, but feel free to go through all of them individually....)
3. all offensive activations not listed before, banishment
I put recall in 1 because you said so; it would be more fitting in 2 along with the other translocations thematically.
For paladin, you could use warrior allocation except put curing/healing in 1.
Mage: everything 1. except DSM 2. :P
Priest: everything 1. except offensive stuff in 2.;
Rogue: everything 1.
Ranger: as palading except 3. moved to 2.
Druid: as priest;
BG: offense in 1., otherwise like warrior
Necro: as mage except cure/heal in 2.
Notes:
- This would be on top of a general, class dependent skill level that is highest for mage and lowest for warrior;
- 3. only exists to prevent warrior/paladin from casting fireballs; maybe simplify by removing 3. ?
Is this about what you intended ?
The downsides for auto-repeating activations would be the same as for digging; I cant remember a case where I wanted to dig 1 turn and not have auto-repeat trigger. I would be happy if it was implemented.
Edit: one problem with auto-repeating activations that occured to me: if you target with an aoe, you might want to retarget instead of repeating. So maybe not make autorepeat for damage spells ?Last edited by Estie; March 27, 2022, 03:17.Comment
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Yes, this is very helpful; anyone else with opinions, please use Estie's suggestions as a starting point.
The downsides for auto-repeating activations would be the same as for digging; I cant remember a case where I wanted to dig 1 turn and not have auto-repeat trigger. I would be happy if it was implemented.
Edit: one problem with auto-repeating activations that occured to me: if you target with an aoe, you might want to retarget instead of repeating. So maybe not make autorepeat for damage spells ?One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Don't see why not. There's no need to make worn items use half the level, though - they can just all have their levels changed, as it has no effect on anything else.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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As used in artifact.txt for "special" artifacts, doesn't it also influence an out-of-depth check in artifact generation? That out-of-depth check could be changed to use the minimum allocation depth, like make_artifact() uses, to avoid that.Comment
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